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Shimotsuki Haruka - FLOWERS

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Topic Starter
ryza
This beatmap was submitted using in-game submission on Wednesday, October 26, 2016 at 10:35:47

Artist: Shimotsuki Haruka
Title: FLOWERS
Source: Flowers -Le Volume sur Printemps-
Tags: 百合 yuri innocent grey visual novel takahashi reiko manyo little wing suzuyu
BPM: 174
Filesize: 3626kb
Play Time: 01:23
Difficulties Available:
  1. Blossom (5 stars, 280 notes)
  2. Seed (1.93 stars, 118 notes)
  3. Spring (6.03 stars, 304 notes)
  4. Sprout (3.65 stars, 191 notes)
Download: Shimotsuki Haruka - FLOWERS
Information: Scores/Beatmap Listing
---------------




「愛」
ColdTooth
Hello there, from my queue

[General]

holy spread batman... Your easy is also pretty high up, almost at 2.00 stars, which is the max a difficulty can have under 5 min of drain time

You have a large amount of silence after 01:38:775 - , consider removing the last 7% of the song to reduce size

[Seed]

I wouldn't really call this an 'easy' if it was one. There seems to be a LOT of tapping in this, and some can be rather confusing for new players. And there's a few spacing jumps like 01:19:982 (1,2) - . Try not to have those in easier difficulties

00:05:844 (1) - Check someone about this slider, looks unrankable..

00:22:741 (2) - blanket issue

00:39:637 (2) - Blanket issue

00:44:120 (1) - Try stacking this on 00:42:051 (1) - 's sliderend

00:57:913 (1,2) - Give these some room, some more smoothness. Lower 00:58:085 (2) - down a notch or two

[Sprout]

00:17:568 (2,3) - Not parallel

00:36:577 (1) - Spinner should start at 00:36:706 -

[Blossom]

00:01:534 (3) - I'm not entirely sure about this slider, at first it looks like it would loop, but it doesn't. Maybe smoothen it out a bit so it's less confusing?

00:17:913 (3) - ctrl + g

00:20:154 (2,3) - Stack on slider ends

00:31:361 (3) - x16 y116?

01:03:775 (3) - Also check if this slider is rankable or not

[Spring]

01:16:879 (1,2,3,4,5,6,7,8) - oh god im dying

looks ok i guess
Topic Starter
ryza
note: i only use one color for the whole reply, it doesn't mean anything, it's just a color

ColdTooth wrote:

mod
Hello there, from my queue

[General]

holy spread batman... Your easy is also pretty high up, almost at 2.00 stars, which is the max a difficulty can have under 5 min of drain time
It's supposed to be more of a normal

You have a large amount of silence after 01:38:775 - , consider removing the last 7% of the song to reduce size
it's already <2MB that's a lot of effort to re-encode and fix offset lol >>
[Seed]

I wouldn't really call this an 'easy' if it was one. There seems to be a LOT of tapping in this, and some can be rather confusing for new players. And there's a few spacing jumps like 01:19:982 (1,2) - . Try not to have those in easier difficulties I'd consider it more of a normal. I think the one jump is ok because it's very slow

00:05:844 (1) - Check someone about this slider, looks unrankable.. I don't see what's wrong with it, but I straightened it out a bit more.

00:22:741 (2) - blanket issue fixed

00:39:637 (2) - Blanket issue fixed

00:44:120 (1) - Try stacking this on 00:42:051 (1) - 's sliderend enough time has passed since then that i don't think it's necessary

00:57:913 (1,2) - Give these some room, some more smoothness. Lower 00:58:085 (2) - down a notch or two ok

[Sprout]

00:17:568 (2,3) - Not parallel fixed

00:36:577 (1) - Spinner should start at 00:36:706 - as far as I know the spinner can start where I placed it, but I'll get more opinions

[Blossom]

00:01:534 (3) - I'm not entirely sure about this slider, at first it looks like it would loop, but it doesn't. Maybe smoothen it out a bit so it's less confusing? i changed it so it's loopy

00:17:913 (3) - ctrl + g ok

00:20:154 (2,3) - Stack on slider ends i think it's ok atm

00:31:361 (3) - x16 y116? ok

01:03:775 (3) - Also check if this slider is rankable or not don't see why it wouldn't be :c
[Spring]

01:16:879 (1,2,3,4,5,6,7,8) - oh god im dying IT'S MORE PLAYABLE THAN IT LOOKS I PROMISE ;w;

looks ok i guess
thanks for the mod!
_Meep_
ze mods by ze meep
Spring
Increase AR to 9.2?
Increase HP to 6.9 or 7? :3
Why no map da ending? so many bootiful piano notes to do
00:02:568 (1,2) - If you're mapping to the violin to the background violin(I suppose you are), remove these,since it doesn't play anything to that,it doesn't work too well as a filler either.
00:06:534 (2) - I dont think this is rankable since you can't see the sliderend and direction is unclear(other than the sliderstars and the repeat arrow, NC it even if you dont change it,to me it fits the music more
00:18:603 (6,1) - Stack properly?
00:22:396 (1) - I recommend moving it somewwhere else since its a different tune in the piano
00:22:741 (1,2) - Flow here is weird imo
00:15:844 (1,2,3) - You were trying to map the piano for most of the song,but why the sudden change into the vocals? I understand it's really loud and you can hear it,but I doubt people would play to the vocals after you've been mapping to the piano for most of the map
00:46:534 (1,2,3) - wadafak is dis LOL I doubt this transition from slow to fast is good XD
00:59:810 (4,2) - Stack?
01:00:844 (3) - NC cuz of SV change
01:02:051 (1) - remove NC because it doesnt have any change in tune and the vocals are really soft and negligible there for an NC
01:03:775 (3) - NC cuz of SV change
01:04:810 (1) - Remove NC?
01:08:603 (1,2,3,4,5,6,7,8) - wadafaaaaaaaaaaaak,now THIS IS WHAT IM TALKIN ABT,LETS SEE THOSE BREAKS, but srs I think this doesn't even fit the vocals and the song itself XD
01:12:051 (3) - NC,its a different tune/part after the jumps
01:12:913 (1) - Remove NC,it's part of 01:12:051 (3,4,5) -
01:16:879 (1,2,3,4,5,6,7,8) - .-.,you already know what im going to say\


Blossom
y no map da ending,da piano notes wasted
00:02:568 (4,5,6) - I mentioned this in the diff above ^
00:05:844 (1) - Looks ugly >;3
00:08:085 (4,5,6) - The indication that it changes from 1/3 to 1/4 isn't clear enough tbh
00:19:465 (2,3) - Stack?
00:29:292 (3) - I dont know how this represents 'meru' of 'mezameru',which is translated into awakening if im not wrong
00:44:465 (1) - Remove NC?
00:46:534 (1,2,3) - Uh,yea.

Sprout
01:22:396 (1) - Make into 3/4 slider?

cant find anything else ;-;
gl ranking <3
Topic Starter
ryza
note: i only use one color for the whole reply, it doesn't mean anything, it's just a color

_Meep_ wrote:

ze mods by ze meep
Spring
Increase AR to 9.2? tbh 9 is better for dt
Increase HP to 6.9 or 7? :3 it was at 6.9 before but it was too harsh especially on HR
Why no map da ending? so many bootiful piano notes to do I think the note it ends on right now has more "finality" than anything else, I guess
00:02:568 (1,2) - If you're mapping to the violin to the background violin(I suppose you are), remove these,since it doesn't play anything to that,it doesn't work too well as a filler either. this is actually mapped to the cymbal in the background lol
00:06:534 (2) - I dont think this is rankable since you can't see the sliderend and direction is unclear(other than the sliderstars and the repeat arrow, NC it even if you dont change it,to me it fits the music more yea I don't know if it's rankable either, I want to keep it until I get an opinion from someone who knows 100%
00:18:603 (6,1) - Stack properly? that's how it was originally but i think it looks worse lol
00:22:396 (1) - I recommend moving it somewwhere else since its a different tune in the piano done
00:22:741 (1,2) - Flow here is weird imo changed because i moved previous note
00:15:844 (1,2,3) - You were trying to map the piano for most of the song,but why the sudden change into the vocals? I understand it's really loud and you can hear it,but I doubt people would play to the vocals after you've been mapping to the piano for most of the map fixed, thanks
00:46:534 (1,2,3) - wadafak is dis LOL I doubt this transition from slow to fast is good XD i've been considering changing that triple yea, i guess i'll do it
00:59:810 (4,2) - Stack? ok
01:00:844 (3) - NC cuz of SV change there's no sv change lol
01:02:051 (1) - remove NC because it doesnt have any change in tune and the vocals are really soft and negligible there for an NC ok
01:03:775 (3) - NC cuz of SV change still no sv change
01:04:810 (1) - Remove NC?nah
01:08:603 (1,2,3,4,5,6,7,8) - wadafaaaaaaaaaaaak,now THIS IS WHAT IM TALKIN ABT,LETS SEE THOSE BREAKS, but srs I think this doesn't even fit the vocals and the song itself XD it's fun and fits fine :D i promise :D
01:12:051 (3) - NC,its a different tune/part after the jumps it's part of the same vocal phrase
01:12:913 (1) - Remove NC,it's part of 01:12:051 (3,4,5) -
01:16:879 (1,2,3,4,5,6,7,8) - .-.,you already know what im going to say\ it's fun? :D


Blossom
y no map da ending,da piano notes wasted ;w;
00:02:568 (4,5,6) - I mentioned this in the diff above ^
00:05:844 (1) - Looks ugly >;3 ok changed
00:08:085 (4,5,6) - The indication that it changes from 1/3 to 1/4 isn't clear enough tbh i wonder if it's better now
00:19:465 (2,3) - Stack? nah
00:29:292 (3) - I dont know how this represents 'meru' of 'mezameru',which is translated into awakening if im not wrong it's just a triangle ur silly
00:44:465 (1) - Remove NC? nah
00:46:534 (1,2,3) - Uh,yea. fun :D maybe a little intense for this diff huh

Sprout
01:22:396 (1) - Make into 3/4 slider? it follows the vocals as it is

cant find anything else ;-;
gl ranking <3
thanks for the mod : DDD actually helped a lot on hardest diff
-sandAI
Yo m4m

Btw thanks for posting first and allowing me to accept your map before you modded.

spring
00:00:327 (1) - I'm a bit nit-picky when it comes to slider shapes and how they look, I feel like this could be cleaner looking but I can see what you went for

00:14:810 (4,5,6,7) - Maybe make this a perfect square, or you can increase the spacing as the pitch of the piano increases

00:18:603 (6,1) - stack

00:19:465 (2,4) - you could probably make a blanket with this

00:37:223 (1,2,3,4,5) - this stream should be 1/3 i believe, its unnoticeable when playing but still..

00:46:879 (4,5) - You can blanket and ctrl+G these to create flow and more spacing like this ---
Cliqqqq me

00:47:223 (1,2,3,1,2,3,4,1,2,3,4) - Your claps are on the wrong white ticks

00:57:741 (7,9) - maybe stack these like you stacked 00:57:913 (8,1) - or Vice versa

01:03:775 (3) - perhaps make this more linear so the flow is stable

01:16:879 (1,2,3,4,5,6,7,8,1) - pictures
Right now it looks like this, clean it up so it looks more like this

Now for NC's

00:01:016 (1) - remove NC

00:02:568 (1) - remove NC

00:09:292 (1,1) - no real reason to have these NC'ed but its ok

00:21:879 (1) - remove NC

00:26:879 (1,1,1) - no real reason to have these NC'ed but its ok

00:32:396 (1) - I would remove this NC but it might be ok? D:

00:34:465 (1) - remove nc

00:38:430 (1) - remove NC

00:45:327 (1,1) - same deal

00:49:292 (1) - remove NC

00:52:051 (1) - remove NC

00:54:982 (1) - remove NC

00:55:154 (2) - add NC

00:55:499 (1) - remove NC

I can understand the reason for so many NC's, so I think you should bump the HP from 6 to at least 7

Playability

00:49:292 (1,2,3,4) - really staggered spacing on this makes this awkward to aim

00:52:051 (1) - tbh if this was farther away from 00:51:879 (4) - it would probably feel better, it feels ok now but consistent speed is nice

00:53:430 (3,4,5) - make these some sort of jumps, these are too short for how intense the kiai is

00:56:879 (1,2) - ^

blossom
00:01:534 (3) - slider shape bugging me

00:03:775 (3,5) - fix blanket

00:07:223 (2,3,4,5,6,7) - remap this so it goes with the violin, you have a sudden change in instrument mapped in the same combo

00:37:223 (1,2,3,4,5) - same deal with 1/3s

00:49:465 (3) - ctrl +G so it matches the previous two sliders

01:03:775 (3) - make it more linear so flow is consistent

01:09:982 (1,2,3,4,1,2,3,4,1,2,1,2) - The harder Diff had these NCed every 2 combo instead of 4, maybe fix for consistency sake

NC time

00:01:016 (1) - remove NC

00:12:568 (1) - remove nc

00:13:258 (1) - remove nc

00:13:603 (1) - remove nc

00:18:948 (1) - remove nc

00:24:292 (1) - remove nc

00:25:672 (4) - add NC (you NC'ed the other piano parts)

00:27:396 (1,1) - maybe take off NC if you want

00:31:706 (1) - remove nc

00:35:154 (1) - remove nc

00:44:465 (1,1) - remove NC

00:44:810 (1) - maybe keep this one NC'ed though, since its the piano part again

00:46:879 (1) - remove NC

00:47:223 (3) - add NC cuz kiai

00:48:258 (1) - remove NC

00:48:603 (3) - add nc

00:48:948 (1) - remove NC

00:49:810 (4) - add NC

00:50:672 (1) - remove NC

00:58:775 (1) - remove NC

01:12:051 (3) - I would NC but i can see why it isnt

01:20:327 (1) - remove NC? idk about this one tbh

Playability

00:59:465 (1,2) - increase spacing so consistent flow

01:01:706 (2,3,4,1) - really staggered in terms of DS so probably making it a perfect square wouild work, or just change the pattern and keep spacing as it is

01:04:292 (1,2,3,4) - i understand why this would be such short DS, but its the kiai, and you just came off of the hard jumps so maybe increase DS here

01:12:913 (6,7) - ^

01:14:292 (6,7) - this flow is really awkward after those triplets (try keeping the clockwise flow?)

Other two diffs have the same NC problem.

Also... Try mapping more of the song, theres still a good 10 seconds left to map I think, plus it will make aimod happy :D. You don't have to do this tho
Topic Starter
ryza

-Vanilla wrote:

Yo m4m

Btw thanks for posting first and allowing me to accept your map before you modded.

spring
00:00:327 (1) - I'm a bit nit-picky when it comes to slider shapes and how they look, I feel like this could be cleaner looking but I can see what you went for Cleaned it up a bit, should look nicer now

00:14:810 (4,5,6,7) - Maybe make this a perfect square, or you can increase the spacing as the pitch of the piano increases this is one of the patterns i actually really like in this map

00:18:603 (6,1) - stack i think people are going to keep mentioning this but i think stacking is worse here

00:19:465 (2,4) - you could probably make a blanket with this done

00:37:223 (1,2,3,4,5) - this stream should be 1/3 i believe, its unnoticeable when playing but still.. o im surprised i didn't notice, thanks!

00:46:879 (4,5) - You can blanket and ctrl+G these to create flow and more spacing like this ---
Cliqqqq me aha I just changed that part a couple hours ago so it was a bit awkward still, this works a lot better thanks!

00:47:223 (1,2,3,1,2,3,4,1,2,3,4) - Your claps are on the wrong white ticks WHOOPS lol thanks

00:57:741 (7,9) - maybe stack these like you stacked 00:57:913 (8,1) - or Vice versa ok

01:03:775 (3) - perhaps make this more linear so the flow is stable i like it a lot as is

01:16:879 (1,2,3,4,5,6,7,8,1) - pictures
Right now it looks like this, clean it up so it looks more like this
ah, it's a lot harder to see that with my skin lol. fixed (i think) thanks!

Now for NC's

00:01:016 (1) - remove NC NC is here because the violin is playing a different phrase imo

00:02:568 (1) - remove NC this is NC'd because it's mapped to the cymbal (a different instrument)

00:09:292 (1,1) - no real reason to have these NC'ed but its ok I have all of the slow parts like this NC'd for emphasis and readability. It's a design choice and I want to stick with it

00:21:879 (1) - remove NC I like the color change on this note for emphasis

00:26:879 (1,1,1) - no real reason to have these NC'ed but its ok explained above

00:32:396 (1) - I would remove this NC but it might be ok? D: NC'd for readability

00:34:465 (1) - remove nc i'll give you this one aha

00:38:430 (1) - remove NC moves from piano to drum

00:45:327 (1,1) - same deal

00:49:292 (1) - remove NC

00:52:051 (1) - remove NC

00:54:982 (1) - remove NC

00:55:154 (2) - add NC ok

00:55:499 (1) - remove NC

I can understand the reason for so many NC's, so I think you should bump the HP from 6 to at least 7 it was actually 7 before, but it was very harsh - especially on HR. The way HP drain works is really weird and non-linear, so it's something that I usually decide through playtesting. Also yea, the NC spam is mostly a stylistic choice and I'm keeping it that way. I think it is fine

Playability

00:49:292 (1,2,3,4) - really staggered spacing on this makes this awkward to aim I don't understand what you mean sorry ;;

00:52:051 (1) - tbh if this was farther away from 00:51:879 (4) - it would probably feel better, it feels ok now but consistent speed is nice I actually feel like this note is placed where I want to be when I play it so idk

00:53:430 (3,4,5) - make these some sort of jumps, these are too short for how intense the kiai is done

00:56:879 (1,2) - ^ no change here for the time being. might do some more playing with it later

blossom
00:01:534 (3) - slider shape bugging me it bugs me too i have to think of how i want to fix it

00:03:775 (3,5) - fix blanket o I forgot to do this when I moved 3 earlier, thanks

00:07:223 (2,3,4,5,6,7) - remap this so it goes with the violin, you have a sudden change in instrument mapped in the same combo no change, but might just NC

00:37:223 (1,2,3,4,5) - same deal with 1/3s yup yup

00:49:465 (3) - ctrl +G so it matches the previous two sliders ok

01:03:775 (3) - make it more linear so flow is consistent i like it :c

01:09:982 (1,2,3,4,1,2,3,4,1,2,1,2) - The harder Diff had these NCed every 2 combo instead of 4, maybe fix for consistency sake because i mapped the pattern w/ stacking in this diff, it fits the music in a different way so it feels like it should be NC'd differently.. sorta. lol

NC time

explained NC's already for the most part in Spring diff mod, but I'll go through these and mark of any that I change
00:01:016 (1) - remove NC

00:12:568 (1) - remove nc

00:13:258 (1) - remove nc

00:13:603 (1) - remove nc

00:18:948 (1) - remove nc ok

00:24:292 (1) - remove nc

00:25:672 (4) - add NC (you NC'ed the other piano parts) ok

00:27:396 (1,1) - maybe take off NC if you want

00:31:706 (1) - remove nc k

00:35:154 (1) - remove nc

00:44:465 (1,1) - remove NC

00:44:810 (1) - maybe keep this one NC'ed though, since its the piano part again

00:46:879 (1) - remove NC

00:47:223 (3) - add NC cuz kiai k

00:48:258 (1) - remove NC

00:48:603 (3) - add nc

00:48:948 (1) - remove NC

00:49:810 (4) - add NC

00:50:672 (1) - remove NC

00:58:775 (1) - remove NC

01:12:051 (3) - I would NC but i can see why it isnt

01:20:327 (1) - remove NC? idk about this one tbh

Playability

00:59:465 (1,2) - increase spacing so consistent flow k

01:01:706 (2,3,4,1) - really staggered in terms of DS so probably making it a perfect square wouild work, or just change the pattern and keep spacing as it is changed

01:04:292 (1,2,3,4) - i understand why this would be such short DS, but its the kiai, and you just came off of the hard jumps so maybe increase DS here I think current flow is good

01:12:913 (6,7) - ^ same

01:14:292 (6,7) - this flow is really awkward after those triplets (try keeping the clockwise flow?) i actually really like how this plays with the drum sounds in the music


Other two diffs have the same NC problem.

Also... Try mapping more of the song, theres still a good 10 seconds left to map I think, plus it will make aimod happy :D. You don't have to do this tho i think the point where i decided to stop has a lot of finality, and it's nice to listen to the rest at the results screen. i tried mapping more but it felt excessive? I guess
Thanks for the mod! Lots of changes, super helpful. I'll get a post in on your map some time this afternoon.
Mir
From my queue.~

Lots of empty space at the end of your mp3 file. Consider cropping it.

Blossom

Insane


  • Check AIMod. Uninherited timing points conflict with other diffs.
  1. 00:04:292 (5) – End on red tick and have a slider afterwards from 00:04:810 – 00:05:499? Silence its end if you do so though.
  2. For the entire slow beginning section you use high slider velocity. I’m not too much of a fan of that choice, but it’s ultimately up to you. I feel if you used a slower velocity, it would fit the music better.
  3. 00:14:810 (3,6) – Ew. Stack?
  4. 00:17:396 (1) – Remove NC here and put it at 00:18:258 (4).
  5. 00:19:292 (1) – Remove NC from here and 00:19:982 (1) and NC 00:19:465 (2).
  6. 00:22:396 (1) – Vocals start on the slider end… idk how I feel about this one tbh. Not a fan definitely, but your choice.
  7. 00:23:603 (1,2) – Really low spacing here, is awkward to wait with your cursor to play these notes.
  8. 00:33:258 (1,2,3) – Not a fan of how this triple is placed. Move it further from the corner? It’s a pain to hit, really, and it shouldn’t be, based on how the music is right now.
  9. 00:36:879 (4,5,6) – Bad flow imo. Awkward entry angle and the next note is behind this triplet. Ctrl+G and space 00:36:706 (3) away from it to improve this imo. On top of that 00:37:223 (1,2,3) are all on compound beats, making this even harder to play. ._. I wouldn’t even space these like you did, maybe reduce the spacing on these three notes.
  10. 00:44:120 (1,1,1,1,1) – So many new combos? ;-; Only 00:44:465 (1,1) need to be NC’d in my opinion.
  11. 00:46:534 (1,2,3,4,5) – Nearly impossible to read, let alone play. Fix this please. Remap this entire combo. The triple is even SPACED.
  12. 00:58:258 (3) – N- you know what. Put a NC on all your downbeats unless you feel otherwise. I’m getting sick of seeing combos being spawned in arbitrary places.
  13. 01:04:810 (3,4) – Blanket better.
  14. 01:05:154 (4,5) – Ew overlap.

Sprout

Hard

  1. Firstly, what the hell is it with these new combos? Be consistent please. NC on every downbeat as a rule of thumb unless a red tick before the downbeat is more powerful. Please revise your combos on ALL DIFFICULTIES.
  2. 00:11:706 (1,2,3) – Awkward spacing between these and 00:11:361 (1) since you have to wait with your cursor.
  3. 00:12:913 (2,1) – Same with this.
  4. 00:16:361 (6) – Whatever this is following is so quiet I can’t honestly justify having a note here.
  5. 00:26:361 (5,1,1,1) – Why do you torture me so by forcing me to wait with my cursor to click these?
  6. 00:44:810 (3,1,1) – EEHHH?! Spacing ;-; this plays so awkwardly!
  7. 01:00:844 (6,7) – Nazi blanket.
  8. 01:02:396 (1,2,1,2,1,2,1,2) – I can’t even read this in the EDITOR. Much less when playing. ._.
  9. 01:21:189 (1) – Slider plays awkwardly cuz starts on a red tick with no lead-in notes.

Also. I read your NC replies to the previous mod. In a nutshell: your reasons are bad. Give a better reason to make your map almost unreadable at parts, thanks.

I don’t feel like modding anything else.

Good luck.~
Topic Starter
ryza

Miryle wrote:

From my queue.~

Lots of empty space at the end of your mp3 file. Consider cropping it.

Blossom

Insane


  • Check AIMod. Uninherited timing points conflict with other diffs. Must be an AI mod bug. It's not showing up for me and I can't think of a reason why it would say that
  1. 00:04:292 (5) – End on red tick and have a slider afterwards from 00:04:810 – 00:05:499? Silence its end if you do so though. added a note at 5:154, I think that sounds better

  2. For the entire slow beginning section you use high slider velocity. I’m not too much of a fan of that choice, but it’s ultimately up to you. I feel if you used a slower velocity, it would fit the music better. I think longer sliders fit better with the sweeping violin sounds

  3. 00:14:810 (3,6) – Ew. Stack? i like it as it is, the small distance increase helps to accent the last note in the melody

  4. 00:17:396 (1) – Remove NC here and put it at 00:18:258 (4). The combos are as they are to accent the different vocal phrases. And an NC on (4) doesn't make much sense with the melody

  5. 00:19:292 (1) – Remove NC from here and 00:19:982 (1) and NC 00:19:465 (2). 00:19:292 (1) - NC here because the singer took a breath (new vocal phrase), 00:19:982 (1) - NC here because switching mapping to the piano. no change

  6. 00:22:396 (1) – Vocals start on the slider end… idk how I feel about this one tbh. Not a fan definitely, but your choice. the only other option is to remove the slider and place a note at 22:741. i think that works as well but leaves it feeling empty (the piano note at 22:396 is strong enough to warrant a clickable beat)
  7. 00:23:603 (1,2) – Really low spacing here, is awkward to wait with your cursor to play these notes. that's pretty much how I decided to map most 1/1 pauses in this set. i think it fits the music well and plays nicely. however i made (2) a reverse slider so there's no wait on the next slider
  8. 00:33:258 (1,2,3) – Not a fan of how this triple is placed. Move it further from the corner? It’s a pain to hit, really, and it shouldn’t be, based on how the music is right now. okay
  9. 00:36:879 (4,5,6) – Bad flow imo. Awkward entry angle and the next note is behind this triplet. Ctrl+G and space 00:36:706 (3) away from it to improve this imo. On top of that 00:37:223 (1,2,3) are all on compound beats, making this even harder to play. ._. I wouldn’t even space these like you did, maybe reduce the spacing on these three notes. i playtested this a lot and never found the flow to be bad, but i understand that it looks like it lacks flow. however i did straighten out the triple so it's not curved in some weird direction anymore - that's what probably made it look like it broke flow. i also don't think a lower spacing fits the sound of the piano here (it's very fluttery? i guess, hard to explain the feeling i get lol)
  10. 00:44:120 (1,1,1,1,1) – So many new combos? ;-; Only 00:44:465 (1,1) need to be NC’d in my opinion. yea i guess that's the case
  11. 00:46:534 (1,2,3,4,5) – Nearly impossible to read, let alone play. Fix this please. Remap this entire combo. The triple is even SPACED. sudden jump in song intensity = sudden jump in spacing. i don't consider this part to be particularly difficult compared to some of the jumps in the chorus and this is a 5 star map. i may change the stacking though so it's easier to read, because that might be a bit much
  12. 00:58:258 (3) – N- you know what. Put a NC on all your downbeats unless you feel otherwise. I’m getting sick of seeing combos being spawned in arbitrary places. It's not arbitrary. The combo is matched to the vocal phrase.
  13. 01:04:810 (3,4) – Blanket better. agreed, this slider is a pain
  14. 01:05:154 (4,5) – Ew overlap.not sure what you mean. if you're talking about 01:06:534 (1) , then this note is far enough ahead in time that you would only ever notice the overlap in the editor

Sprout

Hard

  1. Firstly, what the hell is it with these new combos? Be consistent please. NC on every downbeat as a rule of thumb unless a red tick before the downbeat is more powerful. Please revise your combos on ALL DIFFICULTIES. This is a very bad rule. I won't go into detail here, feel free to message me privately if you want to know why I think that. I also tried my best to explain my reasoning behind my combo decisions for you, so I hope it helps.
  2. 00:11:706 (1,2,3) – Awkward spacing between these and 00:11:361 (1) since you have to wait with your cursor. explained my thought process behind this in the insane mod.
  3. 00:12:913 (2,1) – Same with this.
  4. 00:16:361 (6) – Whatever this is following is so quiet I can’t honestly justify having a note here. It's finishing the piano melody from the previous notes in the combo
  5. 00:26:361 (5,1,1,1) – Why do you torture me so by forcing me to wait with my cursor to click these?
  6. 00:44:810 (3,1,1) – EEHHH?! Spacing ;-; this plays so awkwardly! piano goes a bit lower, then a lot higher (in pitch), so the pattern is made to reflect that. I do the same thing in the other diffs as well, but the jump here might be a bit extreme you're right
  7. 01:00:844 (6,7) – Nazi blanket. fixed
  8. 01:02:396 (1,2,1,2,1,2,1,2) – I can’t even read this in the EDITOR. Much less when playing. ._. is it because of the AR? or because it's in the corner? or because of the pattern?
  9. 01:21:189 (1) – Slider plays awkwardly cuz starts on a red tick with no lead-in notes. it might be a red tick, but the map is set to follow the off-beat from the previous (1,2), so it's fine

Also. I read your NC replies to the previous mod. In a nutshell: your reasons are bad. Give a better reason to make your map almost unreadable at parts, thanks. I was lax on the replies because the modder basically said "I would do this differently, but I see why you do it your way." I tried to go into more detail for you, though, since you care about it. I still stand by the way I do my combos, but I definitely make mistakes on them sometimes (and fix them when I do). I also don't see how my comboing impacts readability, I'm really confused by that point.

I don’t feel like modding anything else.

Good luck.~
Thanks a lot for the mod. I really appreciate you taking the time to do this. I hope I was able to explain my views properly.
Mir
"I was lax on the replies because the modder basically said "I would do this differently, but I see why you do it your way." I tried to go into more detail for you, though, since you care about it. I still stand by the way I do my combos, but I definitely make mistakes on them sometimes (and fix them when I do). I also don't see how my comboing impacts readability, I'm really confused by that point."

The way I see it is a new combo = a new instrument to follow. If you new combo every two or three notes, it confuses me when I'm playing. It basically says to me "I'm doing something different now." The reason I say as a rule of thumb is because it's easiest to do it that way and it emphasizes the more powerful notes of the song and says "this combo is a new part of the song." Now I get why you could say "but all these new combos are also new parts of the song," but that just doesn't feel right to me. There are so many new combos everywhere that instead of making more sense to the player (which combos should do) it makes less sense, because the player will likely try to figure out why the combo changes all the time.

Anyways that's what I think. If you don't NC every downbeat, fine, but at least make it consistent. It doesn't seem consistent at all because almost every few notes there's a new combo. Sometimes you new combo one note and then the next note is a new combo again? I really don't understand.
Shiirn
For what it's worth, these modders are right, your new combos are a complete incoherent mess, but not all is lost! You've just got some inconsistencies you can clear up and then they'll be fine. You can still have your specific concepts without sacrificing sensibility.

A lot of modders fall back on fairly inane commentary when they're trying to convince a mapper to change something. It's pretty normal for modders to make up buzzwords or try to more fully justify their opinions. The more strongly they feel for the change, the more strongly worded their suggestion will be. This is basic human interaction, and claiming to be ignorant of it is lazy and simple conflict avoidance.

That said, it's my turn.

New combos should be consistent. Consistency and reliability are the cornerstones of modern mapping, and they're the main thing I fully agree with. I take it a bit further than most, though: even consistent inconsistency is perfectly valid.

That said, a lot of your new combos lack coherence and relevance. I'll be going over Spring only. In general, you tend to new combo on new musical patterns and significant musical changes, as well as the usual downbeat-based new measures. This is perfectly valid. But when you have additional new combos thrown in, you ruin this consistency and make new combos essentially pointless.

This is why NCs are important, even if gameplay-wise they're pretty much worthless: Your map needs to be reliable and reach quality standards to be ranked. If you don't want to do these things, you don't want to rank your map.

00:02:568 (1) - There is no musical or pattern-based reason for this new combo. It is the end of this musical pattern and measure and a new combo is just pointless.

00:26:361 (1,1,1,1) - New combo spamming these is inconsistent with 00:15:844 (1,2,3) - . Since they're of the same musical measure, it's better to remove the new combos entirely.

00:33:258 (1,2,3) - To follow your new-measure/instrument-vocal NC consistency, (3) needs to be NC'd, not (1).

00:35:672 (1,2,3) - This is also new comboed near the end of the measure and does not follow the instrument-vocal patterns you had beforehand. The vocals even start on 2, but your pattern is just a triangle over no real change in the music.

00:38:430 (1,2,3) - ^same here. (6) feels like it should be new combo'd, but you've placed a new combo based on the pattern you used (another triangle)

00:44:810 (1,1,1) - See 26:361, etc. I feel it's better to not new combo spam whenever you can avoid it, it's just neater.

00:49:292 (1) - Again, mid-vocal line, no instrument change, no measure change, new combo feels pointless.

00:50:327 (1,2) - Following your patterning, 2 should be NC'd, not 1.

00:51:189 (1,2) - ^

And I'm getting tired here so I'm going to stop. It's seriously exhausting to go over maps like these because they struggle to keep up with even basic concepts yet try to use much more difficult ones clumsily to express themselves. You're trying to sprint before you can walk; and I can't do anything to really keep you from falling all over the place. I can only try to teach you to walk first.

The long and short of it is: You've been placing your new combos based off of your patterns, which you are placing based off of what notes are available after you finish your previous pattern. This is backwards. You should be determining the music's flow and placement of notes, and base your patterns off of that. This way, when you naturally place new combos based off your patterns, they will automatically synchronize with the musical patterns. This is the easiest way to map, as you won't need to constantly fuck around with fixing shit all over.

(As such, note this mod has been purely over a handful of new combos, I have not gone over my disagreements or suggestions on how to change your patterns or placements to fit your own vision; that's too much work for too little reward for me.)
Topic Starter
ryza
Miryle

Miryle wrote:

"I was lax on the replies because the modder basically said "I would do this differently, but I see why you do it your way." I tried to go into more detail for you, though, since you care about it. I still stand by the way I do my combos, but I definitely make mistakes on them sometimes (and fix them when I do). I also don't see how my comboing impacts readability, I'm really confused by that point."

The way I see it is a new combo = a new instrument to follow. If you new combo every two or three notes, it confuses me when I'm playing. It basically says to me "I'm doing something different now." The reason I say as a rule of thumb is because it's easiest to do it that way and it emphasizes the more powerful notes of the song and says "this combo is a new part of the song." Now I get why you could say "but all these new combos are also new parts of the song," but that just doesn't feel right to me. There are so many new combos everywhere that instead of making more sense to the player (which combos should do) it makes less sense, because the player will likely try to figure out why the combo changes all the time.

Anyways that's what I think. If you don't NC every downbeat, fine, but at least make it consistent. It doesn't seem consistent at all because almost every few notes there's a new combo. Sometimes you new combo one note and then the next note is a new combo again? I really don't understand.

Thanks for the extra feedback. It helps my understanding a lot. I still very much disagree with the downbeat rule, but I agree that there are some consistency issues that need to be sorted out. Looking into them.


Shiirn

Shiirn wrote:

After reading your post thoroughly but before applying the mod, I kept the points you raised in mind and looked through the map myself first. I guess it becomes very apparent in the kiai that I default to a pattern-based style of NC'ing, due to it being more natural (for me) to read. While I don't think this style is wrong, it's also considered improper for a ranked map (?). It's also definitely inconsistent with the music, due to prioritizing the music second in a lot of cases. I'll try making a lot of changes myself after I go through your mod and see how I feel about them.

I also took time to listen for the musical inconsistencies in the first half and did notice that some are there. I agree that they need to be fixed.

Thank you for taking the time to point out the real underlying structural issues so I can understand the changes I need to focus on better. I don't have any experience with actually mapping for ranking, so there's some ideological differences between my style and what's acceptable that I need to get used to.


For what it's worth, these modders are right, your new combos are a complete incoherent mess, but not all is lost! You've just got some inconsistencies you can clear up and then they'll be fine. You can still have your specific concepts without sacrificing sensibility. 希望だ!!!

A lot of modders fall back on fairly inane commentary when they're trying to convince a mapper to change something. It's pretty normal for modders to make up buzzwords or try to more fully justify their opinions. The more strongly they feel for the change, the more strongly worded their suggestion will be. This is basic human interaction, and claiming to be ignorant of it is lazy and simple conflict avoidance. The only point I claimed ignorance on was how it "negatively impacts readability." I probably should have asked for more in-depth reasons behind that claim because I do want to know, I don't want to avoid the point entirely. But I am genuinely lost on that point - I always NC in the way that's most comfortable for me from a reading perspective, and with something subjective like that it's hard to understand why someone might feel the exact opposite way. It's also very very hard for me to relate to the opinions of players who are less experienced in playing the game without a thorough explanation. I think that's normal.

That said, it's my turn.

New combos should be consistent. Consistency and reliability are the cornerstones of modern mapping, and they're the main thing I fully agree with. I take it a bit further than most, though: even consistent inconsistency is perfectly valid.

That said, a lot of your new combos lack coherence and relevance. I'll be going over Spring only. In general, you tend to new combo on new musical patterns and significant musical changes, as well as the usual downbeat-based new measures. This is perfectly valid. But when you have additional new combos thrown in, you ruin this consistency and make new combos essentially pointless.

This is why NCs are important, even if gameplay-wise they're pretty much worthless: Your map needs to be reliable and reach quality standards to be ranked. If you don't want to do these things, you don't want to rank your map. I disagree with the statement that NCs are worthless gameplay-wise. They definitely impact readability and can be used to help portray sudden changes in rhythm.

00:02:568 (1) - There is no musical or pattern-based reason for this new combo. It is the end of this musical pattern and measure and a new combo is just pointless. I was wrong to deny this change earlier. You're correct, even though it's on a different instrument it's not major enough to warrant an NC.

00:26:361 (1,1,1,1) - New combo spamming these is inconsistent with 00:15:844 (1,2,3) - . Since they're of the same musical measure, it's better to remove the new combos entirely. I'd actually say the part at 15 seconds is inconsistent with the rest of the map, and not the other way around. I will look at the all of these similar sections and decide whether I want them as one combo or to NC them.

00:33:258 (1,2,3) - To follow your new-measure/instrument-vocal NC consistency, (3) needs to be NC'd, not (1). I changed the pattern to fix this issue.

00:35:672 (1,2,3) - This is also new comboed near the end of the measure and does not follow the instrument-vocal patterns you had beforehand. The vocals even start on 2, but your pattern is just a triangle over no real change in the music. You're right, this NC was pattern-based. Changed.

00:38:430 (1,2,3) - ^same here. (6) feels like it should be new combo'd, but you've placed a new combo based on the pattern you used (another triangle) changed the rhythm here as well

00:44:810 (1,1,1) - See 26:361, etc. I feel it's better to not new combo spam whenever you can avoid it, it's just neater. This is one of those stylistic choices and it's one that I stand by. I think it looks nice. However I will concede that the first NC is unnecessary.

00:49:292 (1) - Again, mid-vocal line, no instrument change, no measure change, new combo feels pointless. Yea, it's based on the pattern for readability. Removed.

00:50:327 (1,2) - Following your patterning, 2 should be NC'd, not 1.Removed this one and the next one entirely. I hope that fixes it.

00:51:189 (1,2) - ^

And I'm getting tired here so I'm going to stop. It's seriously exhausting to go over maps like these because they struggle to keep up with even basic concepts yet try to use much more difficult ones clumsily to express themselves. You're trying to sprint before you can walk; and I can't do anything to really keep you from falling all over the place. I can only try to teach you to walk first. I'm confident in my ability to express myself in a way that's fun and interesting to play, and that's the basis for my mapping. It's what I consider first priority and I playtest all of my maps myself so I can make sure I'm satisfied with the patterns and flow. I know your style and ideas about mapping heavily conflict with this, but I don't think that makes my way wrong.

The long and short of it is: You've been placing your new combos based off of your patterns, which you are placing based off of what notes are available after you finish your previous pattern. This is backwards. You should be determining the music's flow and placement of notes, and base your patterns off of that. This way, when you naturally place new combos based off your patterns, they will automatically synchronize with the musical patterns. This is the easiest way to map, as you won't need to constantly fuck around with fixing shit all over.

(As such, note this mod has been purely over a handful of new combos, I have not gone over my disagreements or suggestions on how to change your patterns or placements to fit your own vision; that's too much work for too little reward for me.)
That's fine - this has been more than enough for something you did on your own time and out of no obligation to me. I really appreciate it.

Thanks again you guys. Your opinions have been really constructive. It means a lot to me.

Also Shiirn - I understand if you don't want to, but can you do a re-check on the combos? I changed a lot of things and I think they're more structured now. Just a quick "yes" or "no" to whether you think most of the issues have been fixed would be sufficient - you don't need to go into detail or anything. It would help me a lot to know if it's in a state where I should go ahead and apply the same concepts to the other difficulties.
Affirmation
Q

[General]
too random Diff name, make Normal Hard Insane Extra diff name.
totally, Map diffs' gap is too big.
01:23:085 - ~ cut MP3 file, Unrankable.

[Blossom]
00:07:223 (2,3,4) - 1/6 rhythms are hard to read, I woule suggest you change Into sliders.
Good

[Spring]
00:06:534 (2) - Why sliderhead and tail is stacked? Do you think people can read it?
00:37:223 (1,2,3) - 1/3 is hard to read. Change Into slider.
00:49:810 (8) - NC

Good luck
Topic Starter
ryza

Neoskylove wrote:

mod
Q

[General]
too random Diff name, make Normal Hard Insane Extra diff name. The diff names are related to the life cycle of a flower. This specific naming convention has been discussed before and deemed acceptable.
totally, Map diffs' gap is too big. I think it's okay, but I also see how it could not be so I'm still collecting opinions on this
01:23:085 - ~ cut MP3 file, Unrankable. I'll get around to it at some point

[Blossom]
00:07:223 (2,3,4) - 1/6 rhythms are hard to read, I woule suggest you change Into sliders. I'm silly and this isn't even 1/6. hopefully it's fixed now. thanks!
Good

[Spring]
00:06:534 (2) - Why sliderhead and tail is stacked? Do you think people can read it? Yes, actually. I like this slider so I'll probably only change if it's deemed unrankable
00:37:223 (1,2,3) - 1/3 is hard to read. Change Into slider. players at a 6* level should be able to read 1/3, so I think it's okay. If there's something off with the spacing making it hard to read I'm willing to try and fix that though
00:49:810 (8) - NC she's still singing the same line (mune no oku) so NC doesn't fit here

Good luck
Thanks a lot for the mod!
Alexia-
Hi, from queue. : )

[General]
  1. Should cut that mp3 D:
[Spring]
  1. 00:15:844 (1,2,3) - Not sure why you aren't mapping to the vocals here, when you've previously done so.
  2. 00:21:706 (3) - I don't see a reason why you are using higher spacing on this object, it makes the emphasis on the 4th object feel less. I recommend putting 3 at the same spacing as 1,2 are and then decreasing the spacing to 4 but still accounting for the emphasis.
  3. 00:24:810 (2,3) - Breaking flow here doesn't really make much sense, maybe try an antijump on the head of 3
  4. 00:26:879 (5,6,1) - This is feels so awkward after coming from semi intensive section, either map to the vocals or utilise ncing to show the change in intensity.
  5. 00:39:637 (2,1) - I'd recommend using an antijump here, players while playing won't be able to properly distinguish the timing of this pause due to higher difficulties using higher spacing which means this looks like just a normal jump and not a 1/1 gap between objects, where as with an antijump there is a clear change.
  6. 00:41:189 (6,1,1) - Same as the above really, I'd just recommend stacking the 1 atop the 1.
  7. 00:42:396 (2,3,4) - Move the 2 up more, having it cramped in all together doesn't really reflect the song nor the difficulty.
  8. 00:44:810 (3) - Should probably nc or put in an antijump to show change ye.
  9. 00:46:534 - Tbh the whole kiai time feels so unstructured, just like some random amalgamation of whatever just thrown in there; half the time you use massively spaced triples and the other half you don't. The spacing gets extremely ridiculous with the streams etc etc. I would highly consider remapping this section with some structure and not some massive difficult spike for the sake of it.
[Blossom]
  1. Blossom also has the problems that spring had: miss use of ncing, not using spacing properly to show changes in rhythm and a completely unstructured kiai time. I highly recommend you look and play recently ranked maps by relevant mappers that are highly regarded by the community and see what they are doing for their spacings etc. it'll help you a lot.
drop me a message in-game if you don't understand something, i'm usually online
Nakano Itsuki
Well.... m4m

I know you are considering about it, but the gap between the 2nd and 3rd diff is really on the edge. I think I could be ok, but it would be safer to just map another diff in between.

On another point, I know that you put NCs according to what you think is best for you to read and I totally accept that view, but the thing with ranking is to make something for others to enjoy, let it be a small group of people or a large group of people. That's why we just do it in a sort of objective way and map it to the downbeat, since most players nowadays usually associate NCs with the downbeats in a song. (One thing I agree with Shiirn tho is that NCs are sometimes useless: that mostly because most players nowadays use a single color skin and sometimes without followpoints; as a result the NCs won't matter at all. Just saying)

(as just as other modders have said, the mp3 lolz)

I don't really know how to mod these sort of maps, so I'll just give brief comments on the top diff

[Spring]
00:06:534 (2) - I think this slider should be fine considering that the player will not need to move the cursor during the slider movement, but it would be safer to just check with other people
00:11:361 (1,1) - the spacing here for this 1/1 gap is nearly identical to 00:11:706 (1,2,3) - which has a 1/2 gap, making it a bit harder to read. My suggestion would be to stack the 2 notes together, but you can change it however you want as long as the 1/1 spacing isn't too similar to the following 1/2 spacing.
00:15:327 (7,1,2,3,1) - as the highest diff of the mapset, I think you can map more here, especially since it sounds a bit weird to leave such a large gap here. Same applies to 00:26:361 (4,5,6,1,1) -
i dont really want to sink your boat, but the kiai just feels quite random in terms of spacing. You could say that there are ncs to help the player to read, but what if the player ignores the NCs especially if their skin doesn't have any combo colors other than 1?

I'd just suggest to try and adjust the kiai time's object spacing; I can't really offer much help here.
The second highest diff is quite nice though, looks great

So uh, yeah you might want to just go over your map since the major flaw is the spacing tbh.
Not really meaning it as an insult, but it's mostly just because it such a major aspect of mapping it simply cannot ignored if you really wish to map for ranked.

That said, good luck with your mapset!
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